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View Full Version : Builds -- Nelemar vs OTF



Inspire
10-06-2009, 11:29 AM
Hi Guys,

I'm looking for some advice and to maybe discuss the various builds pro's & con's. If you could specify which build would work best where that would be helpful as well.

Current Training:


Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Physical Fitness...................| 108 26
Arcane Symbols.....................| 140 40
Magic Item Use.....................| 160 60
Harness Power......................| 200 100
Elemental Mana Control.............| 140 40
Spirit Mana Control................| 180 80
Sorcerous Lore - Necromancy........| 300 200
Perception.........................| 160 60
Climbing...........................| 130 35
Swimming...........................| 175 75

Spell Lists
Minor Elemental....................| 75

Spell Lists
Minor Spirit.......................| 56

Spell Lists
Sorcerer...........................| 128


-------------------

Considering:


Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Combat Maneuvers.....................| 140 40
Physical Fitness...................| 120 30
Arcane Symbols.....................| 200 100
Magic Item Use.....................| 200 100
Harness Power......................| 200 100
Spell Aiming......................| 300 200
Elemental Mana Control.............| 200 100
Spirit Mana Control................| 200 100
Spiritual Lore - Summoning ........| 160 60
Sorcerous Lore - Demonology........| 152 52
Sorcerous Lore - Necromancy........| 148 48
Perception.........................| 200 100
Climbing...........................| 130 35
Swimming...........................| 200 100

Spell Lists
Minor Elemental....................| 75

Spell Lists
Minor Spirit.......................| 50

Spell Lists
Sorcerer...........................| 100



Current CS is 513, with the change in builds I expect something like a 500 CS. In your opinion would the loss of CS be worth the versatility gained? I would also pick up 4 ranks of disarm.


Advice?

StrayRogue
10-06-2009, 12:31 PM
Is being disarmed a problem to you?

Fallen
10-06-2009, 02:38 PM
500 CS is going to make Nelemar rough.

Abyran'sa
10-07-2009, 12:50 PM
I do pretty well with my 500 CS in Nelemar, I just generally know better than to go after sentries and GWE's and stick to the third floor. If you want to be able to solo down the stairway of death on the second floor, you will want moar CS.

I personally chose to have the secondary skill set rather than the uber CS. CS is nice, but I say go with the build that lets you be more than a one trick grik.

Sereg's puppeteer

zhelas
10-07-2009, 02:01 PM
Shoot maybe Drayal can chime in here. His sorcerer always had mutant builds that seemed to work well. Archer and polearm.

Inspire
10-07-2009, 02:21 PM
My goal was to become as immune as possible and then "feed" off of one area. (Most likely OTF)

Morph
10-07-2009, 03:05 PM
I'd copy my build :D 540 CS without enhancives, 5 ranks of disarm and 4 ranks of feint are all win!



Morphias (at level 100), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 40 8
Combat Maneuvers...................| 194 94
Physical Fitness...................| 105 25
Arcane Symbols.....................| 201 101
Magic Item Use.....................| 201 101
Spell Aiming.......................| 302 202
Harness Power......................| 201 101
Elemental Mana Control.............| 201 101
Spirit Mana Control................| 201 101
Sorcerous Lore - Demonology........| 140 40
Sorcerous Lore - Necromancy........| 140 40
Perception.........................| 50 10
Climbing...........................| 105 25
Swimming...........................| 160 60

Spell Lists
Minor Elemental....................| 77

Spell Lists
Minor Spirit.......................| 64

Spell Lists
Sorcerer...........................| 162

zhelas
10-07-2009, 03:09 PM
I had a warrior put puncture resistance on my regular 5x Doubles. It really helps versus Charge, Spike thorn, tridents, arrows etc etc.

Maybe someone can answer this question. Can you put puncture resistance on padded armor?

Peace

Danical
10-07-2009, 03:13 PM
* Description: Adjusts a person's armor so that it is more resistant to puncture attacks. The base strength of the damage resistance is equal to (Fitting Tier * 10), with common fittings having a value of 1 and masterwork fittings having a value of 5. If the armor is flared or provides a bonus to AS/TD, there is a -10 penalty to the resistance strength. If the armor is padded, there is a penalty of -5 per ASSESS level to a maximum penalty of -40. The number of puncture hits that can be taken before the resistance wears off is equal to ((Fitting Tier * 10) + (Armor Use Skill / 10)).

* Requirements: Specialized armor fittings, which are sold in Warrior Guild workshops are required. There are five quality tiers of fittings. The quality of the fittings influences the duration of the protection and the price of the fittings is given by (Fitting Rank * (3750 - 250 * (Armor Group - 5))). For example, fine fittings on plate cost 11250 and last 40 hits. If the armor is flared or provides a bonus to AS or TD, it requires sturdy fittings or better. If the armor being adjusted is padded, the quality of the fittings required and requisite ranks (parenthesized) are:

* Common: May not be used with padded armor. (1)
* Sturdy: May be used with up to fairly padded armor. (2)
* Fine: May be used with up to decently padded armor. (3)
* Superb: May be used with up to very heavily padded armor. (4)
* Masterwork: No limit on level of padding. (5)

Asha
10-07-2009, 03:34 PM
Archer sorcerer with 523 CS owned everything in both areas.
Radicals, executioners, all ithzir and especially griffins fall to arrows easily and you can either set them up with web, 117, 709 ect ect or just shoot one shot outright with 117 or without in most cases, and kill them outright.

Try to get 5 ranks disarm aswell. The CM bonus to not getting charged etc really was tangible from 0 - 101

Asha
10-07-2009, 03:35 PM
Oh, 717 squares and 711 anything non corp.
Cheers.

Fallen
10-07-2009, 04:06 PM
With a 500 CS in Nelemar 717 isn't going to do much.

Asha
10-07-2009, 04:16 PM
I wasn't suggesting a 500 CS.

Fallen
10-07-2009, 04:21 PM
I wasn't suggesting a 500 CS.

Fair enough. With enough enhancives you can greatly increase your CS without having to dump a bunch of ranks into Sorcerer. I would suggest the guy looks to put +5 Aura Bonus and +5 Wisdom Bonus into his AdvG badge, and perhaps moves his spells around for a bit more kick.

Dropping down to 73 Elemental, and 50 Spiritual from the original build would net him a bit more oomph. Between the enhancives and spell movement he would basically have the build he wants, and the CS to give him a bit of breathing room. You could also do the drop down in lores to what you had, and put the points from that into CS as well.

520-530ish CS is enough where at that point you should next to no trouble warding almost everything in the game. At that point, you can focus on tertiary skills and get your well rounded character.

Morph
10-07-2009, 09:26 PM
oh BTW OTF is just terrible compared to the temple in every way. So no matter which build you pick you should just do the temple.